Trish Una (JJBA Supplement)
Trish Una
Medium humanoid (Human), neutral good Armor Class 14
Saving Throws Dex +9, Wis +8 Stand Proud Focus. Trish takes 3 less damage from from non magical piercing, slashing, and bludgeoning damage. She also gains advantage on saving throws against being Charmed, Frightened, and Paralyzed. Exchange Blows. When Trish takes damage from a hostile creature or as a bonus action, she makes a DC 11 Constitution saving throw. On a success, she or can make 1 additional melee attack on each of their turns. She can only have up to 5 "Exchange Blows Stacks" at once. Using extra attacks during your turn does not consume the stacks. she may spend 1 stack to make a melee attack against creature without using a reaction. All stacks are lost once initiative ends. Exploit the Armor. When Trish successfully hits a creature with a melee attack, her melee attack rolls gain a +1 bonus against the target for 24 hours. This can stack up to +5. Spirit Points. Trish has 12 Spirit Points which she can expend. All spirit points are regained at the end of a long rest. ACTIONSUnarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage.
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Spice Girl
Medium elemental (Stand), — Armor Class 23 (natural armor)
Saving Throws Dex +13, Wis +8 Manifestation of Will. Any feature that effects Trish also effects Spice Girl. Any damage Spice Girl takes is instead dealt to Trish. Any effect that targets either Spice Girl or Trish targets both of them. Trish can summon or de-summon Spice Girl as a bonus action. If Spice Girl user becomes unconcious, Spice Girl instantly de-summons. Spice Girl and Trish use the same action and bonus action, but moving Spice Girl uses a free action. Spice Girl can be within 15 ft. of Trish, and moves in parallel with Trish if she moved outside of the 15 ft. range. Invisible Force. Only Stand users and creatures with any form of spellcasting can see Spice Girl, otherwise it is invisible. A creature that can not see Stands can attempt a DC 25 Wisdom saving throw after being damaged by a Stand. On a success, it can sense Spice Girl, and it is no longer invisible to them. The Stand can phase through creatures/objects and everything seen by Spice Girl is also seen by the user. ACTIONSUnarmed Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 7) bludgeoning damage. I made it softer!! One item Spice Girl touches becomes elastic for 6 hours. An elastic item is impossible to destroy. Weapons become improvised and armor AC decreases by 5. This can effect up to a 15 ft. radius of large objects. Elastic surfaces, including ceilings, can be climbed using a creature's movement speed instead of their climbing speed, and a creature's jump heights are doubled while on elastic surfaces. This can be done up to 7 times, regaining all uses at the end of a long rest. You've got quite a unique flavor (2 Spirit Point). Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: The target's movement speed is halved, they have disadvantage on attack rolls, or they have disadvantage in 1 saving throw except Intelligence. When Trish takes the attack action against a creature effected by this, she can make 2 additional attack against them. This is done as a bonus action. Alright you piece of trash! As a bonus action while prone, Spice Girl's unarmed attacks gain 5 ft. of reach and have advantage until the end of Trish's turn or she is no longer prone. REACTIONSThat which is soft is more unbreakable than diamond! One creature Spice Girl touches becomes immune to all bludgeoning, slashing, and piercing damage until the beginning of Trish's next turn. This can be done 7 times, regaining all uses at the end of a long rest. |
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